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https://github.com/yuzu-emu/yuzu-android.git
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gl_rasterizer: Use the streaming buffer itself for the constant buffer.
Don't emut copies, especially not for data, which is used once. They just end in a huge GPU overhead.
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6f6bba3ff1
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@ -94,17 +94,10 @@ RasterizerOpenGL::RasterizerOpenGL(Core::Frontend::EmuWindow& window)
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glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, stream_buffer.GetHandle());
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for (unsigned index = 0; index < uniform_buffers.size(); ++index) {
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auto& buffer = uniform_buffers[index];
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buffer.Create();
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glBindBuffer(GL_UNIFORM_BUFFER, buffer.handle);
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glBufferData(GL_UNIFORM_BUFFER, sizeof(GLShader::MaxwellUniformData), nullptr,
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GL_STREAM_COPY);
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glBindBufferBase(GL_UNIFORM_BUFFER, index, buffer.handle);
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}
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glEnable(GL_BLEND);
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glGetIntegerv(GL_UNIFORM_BUFFER_OFFSET_ALIGNMENT, &uniform_buffer_alignment);
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LOG_CRITICAL(Render_OpenGL, "Sync fixed function OpenGL state here!");
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}
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@ -193,21 +186,11 @@ static GLShader::ProgramCode GetShaderProgramCode(Maxwell::ShaderProgram program
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}
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std::pair<u8*, GLintptr> RasterizerOpenGL::SetupShaders(u8* buffer_ptr, GLintptr buffer_offset) {
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// Helper function for uploading uniform data
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const auto copy_buffer = [&](GLuint handle, GLintptr offset, GLsizeiptr size) {
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if (has_ARB_direct_state_access) {
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glCopyNamedBufferSubData(stream_buffer.GetHandle(), handle, offset, 0, size);
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} else {
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glBindBuffer(GL_COPY_WRITE_BUFFER, handle);
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glCopyBufferSubData(GL_ARRAY_BUFFER, GL_COPY_WRITE_BUFFER, offset, 0, size);
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}
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};
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auto& gpu = Core::System::GetInstance().GPU().Maxwell3D();
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// Next available bindpoints to use when uploading the const buffers and textures to the GLSL
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// shaders. The constbuffer bindpoint starts after the shader stage configuration bind points.
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u32 current_constbuffer_bindpoint = static_cast<u32>(uniform_buffers.size());
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u32 current_constbuffer_bindpoint = Tegra::Engines::Maxwell3D::Regs::MaxShaderStage;
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u32 current_texture_bindpoint = 0;
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for (size_t index = 0; index < Maxwell::MaxShaderProgram; ++index) {
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@ -219,22 +202,21 @@ std::pair<u8*, GLintptr> RasterizerOpenGL::SetupShaders(u8* buffer_ptr, GLintptr
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continue;
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}
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std::tie(buffer_ptr, buffer_offset) =
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AlignBuffer(buffer_ptr, buffer_offset, static_cast<size_t>(uniform_buffer_alignment));
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const size_t stage{index == 0 ? 0 : index - 1}; // Stage indices are 0 - 5
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GLShader::MaxwellUniformData ubo{};
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ubo.SetFromRegs(gpu.state.shader_stages[stage]);
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std::memcpy(buffer_ptr, &ubo, sizeof(ubo));
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// Flush the buffer so that the GPU can see the data we just wrote.
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glFlushMappedBufferRange(GL_ARRAY_BUFFER, buffer_offset, sizeof(ubo));
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// Bind the buffer
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glBindBufferRange(GL_UNIFORM_BUFFER, stage, stream_buffer.GetHandle(), buffer_offset,
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sizeof(ubo));
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// Upload uniform data as one UBO per stage
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const GLintptr ubo_offset = buffer_offset;
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copy_buffer(uniform_buffers[stage].handle, ubo_offset,
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sizeof(GLShader::MaxwellUniformData));
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buffer_ptr += sizeof(GLShader::MaxwellUniformData);
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buffer_offset += sizeof(GLShader::MaxwellUniformData);
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buffer_ptr += sizeof(ubo);
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buffer_offset += sizeof(ubo);
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GLShader::ShaderSetup setup{GetShaderProgramCode(program)};
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GLShader::ShaderEntries shader_resources;
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@ -467,8 +449,9 @@ void RasterizerOpenGL::DrawArrays() {
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}
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// Uniform space for the 5 shader stages
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buffer_size = Common::AlignUp<size_t>(buffer_size, 4) +
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sizeof(GLShader::MaxwellUniformData) * Maxwell::MaxShaderStage;
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buffer_size =
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Common::AlignUp<size_t>(buffer_size, 4) +
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(sizeof(GLShader::MaxwellUniformData) + uniform_buffer_alignment) * Maxwell::MaxShaderStage;
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u8* buffer_ptr;
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GLintptr buffer_offset;
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@ -162,13 +162,12 @@ private:
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OGLStreamBuffer stream_buffer;
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OGLBuffer uniform_buffer;
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OGLFramebuffer framebuffer;
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GLint uniform_buffer_alignment;
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size_t CalculateVertexArraysSize() const;
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std::pair<u8*, GLintptr> SetupVertexArrays(u8* array_ptr, GLintptr buffer_offset);
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std::array<OGLBuffer, Tegra::Engines::Maxwell3D::Regs::MaxShaderStage> uniform_buffers;
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std::pair<u8*, GLintptr> SetupShaders(u8* buffer_ptr, GLintptr buffer_offset);
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std::pair<u8*, GLintptr> AlignBuffer(u8* buffer_ptr, GLintptr buffer_offset, size_t alignment);
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